GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Divided Loyalties: Developing and Running Cross-Platform Social Games

Gareth Jones  |  COO, Playdemic


Location: Europasaal

Format: Lecture
Track: Smartphone & Tablet Games Summit
Vault Recording: Video


Truly synchronised social games that are available on multiple platforms are the desire of developers and players alike; the development and running of these services, however, presents a unique set of challenges and opportunities. Gareth Jones, COO of Playdemic, discusses the approach taken by his studio in creating Village Life, the hit social game, as a fully cross-platform experience, and examines the lessons learned and success metrics of the concept.

Takeaway

Understanding of the critical challenges and possible solutions in tackling the development and running of cross-platform social games. This will include the UI and UX issues, the technology choice, the challenge of pushing code live and the management of at least two distinct platforms.

Intended Audience

Developers and publishers who intend to develop a fully integrated cross-platform social game across Facebook and mobile platforms. An understanding of social games and F2P gaming as a service is important.



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